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 Shinobi Guide

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Paper Heart
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PostSubject: Shinobi Guide   Thu Nov 13, 2014 9:55 pm

SHINOBI GUIDE
The Contents

- Chakra
- Pure Stat Training | Exp Ranks
- Sensei
- Custom Jutsu | Jutsu Development
- Stat Combat System
- Advanced Damage

To understand a bit more about this world and what this site's storyline is read This here.


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PostSubject: Re: Shinobi Guide   Thu Nov 13, 2014 11:33 pm

Chakra

Stamina
You start with 100 Stamina upon creation. If your Stamina hits 0 you pass out, if it drops to -10% of your max stamina...you die.

Chakra
You also start off with 100 Chakra as an Academy student. Chakra is what you use to utilize your jutsu (Techniques)*.

  • Taijutsu* is a special case as it can use either your Chakra, Stamina or both. When your chakra drops to 0 your character passes out. When it depletes to -20% your maximum chakra you die.

 
Tenketsu - Chakra Points (aka Pressure points):
 

Chakra Nature Combat
When Elements Clash, one will overpower the other.

Base Elements:
 

Utilizing Genjutsus/Combating Genjutsu
Genjutsus (Illusion Techniques) are a very powerful method and easy way to take on opponents. When using a Genjutsu, it takes intense concentration, the user has a period of waiting to see if the target is completely in the genjutsu*.

  • *:Meaning Genjutsu users cannot attack, by any means, in the same post that they casted the genjutsu in. "Attempting" to attack, in the same post, will instantly cause the genjutsu to fail and they must wait 2 posts before casting another genjutsu.


Methods of Combating Genjutsus of Various Ranks (Once the user figures they are in a Genjutsu)

  • E Rank - A Rank: The jutsu "Kai" (Release) must be used, whether it's you yourself doing it or another person using it on you. The other method is to experience intense pain caused by something other than the genjutsu itself. (such as stabbing yourself, breaking your own pinky, someone else hitting you.)  
  • S Rank: Special Means of Cancellation specifically for this rank, otherwise cannot dispel
  • S+ Rank: Special Means of Cancellation specifically for this rank, otherwise cannot dispel


Chakra Nature Development

As a Shinobi, you're born with a natural affinity known as your chakra nature. There are five known basic elements that normal shinobi have; Fire, Wind, Lightning, Earth, and Water. Advanced Elements are typically seen in Kekkei Genkai (Bloodlines) rarely are they ever seen in normal shinobi.

Note: You only get the bonus of 1 Basic Element, which is your primary Chakra Nature Element. Clans that give two starting Nature chakras, you must pick one to be your primary Chakra Nature so you can get the bonus of that 1 chakra nature.  
Basic Elements:
 

Advanced Elements
With dedicated training any shinobi is capable of combining two of the basic elements into a new Advanced Element. An example; water + wind element creating the advanced element of Ice. Earth + water element to create the Wood element.

Advanced Elements:
 

Developing the Chakra Nature
Tapping into your Chakra Nature will assist you into obtaining more strength. While Chakra Nature is in all shinobi attempting to tap into it is a different story. As you are new to being a ninja, you need to learn and discover what your Chakra Nature is. Rarely is it ever taught in the academy days, usually this is learned after becoming a genin and the method of training is with Chakra paper. Chakra paper will assist you in identifying your element just by infusing your chakra into the paper and it will react in someway.

Chakra paper reacts to even the slightest hint of chakra.
Chakra Paper reactions:
 

This will require 1,000 words to gain use of your chakra nature, you must then train in order to master it.
250 words = 1%.

Chakra Nature Proficiency
000%
010% - Can use E rank Element jutsus without an Medium
020% - Can create one Ninjutsu of this element thats E ranked
030% - Can use D rank Element jutsus without an Medium
040% - Can create one Ninjutsu of this element thats E-D ranked
050% - Can now channel Elemental chakra through various objects [Added chakra adds to resulting damage. Ex. Fire chakra imbued through a kunai adds to the kunai's resulting damage + 1st degree burn]
060% - Can use C rank Element jutsus without an Medium
070% - Can create one Ninjutsu of this element thats E-C ranked
080% - Can now channel a large amount of Element Chakra in the Area to produce large quantities of it. [-750 Chakra per use]
090% - Can use B-A rank Element jutsus without an Medium
100% - Can create one Ninjutsu of this element thats E-A ranked
200% - Can use S rank Element jutsus without an Medium and Create one Ninjutsu of this element thats E-S ranked


  • A Normal Shinobi can have a Max of 3 Elements and 1 Combined Element
  • A shinobi with a bloodline that doesn't use a combined element can only have a max of 3 elements. (No combined elements)
  • A Jinchuuriki cannot have any other Elements other than that of their Tailed Beasts Element
  • A Shinobi with a Bloodline that already uses a combined Element cannot have any other Element asides from the combined Element itself, and the two that makes it.
    ex. Yuki Clan uses Ice as their natural affinity, so that means they can only learn Water and Wind.
  • Only Chakra nature can reach 200%. The others Only reaches to 100%
  • Chakra Nature cannot be a combined Element unless of a Bloodline or have a Demon that permits it.


Chakra Control

Chakra control is something shinobi's all work to perfect. The better you control your chakra, the easier it is to perform your jutsus. The less you can control your chakra, the most chakra you'll end up expelling out to perform even the most simplest of jutsus.  The better one can control their chakra the better they can manage the amount of chakra they have and spend properly for the jutsus used. This is also quite important when it comes towards Water walking and Tree climbing. Common skills many upper level shinobi have.

Tree Climbing: A upper level shinobi skill that is beyond the ability of many low level shinobis who are genin rank and below. Utilizing your chakra control, you'll be able to direct the proper amount of chakra to the soles of your feet that allows for you to stick to the surfaces of walls, from tree branches, to stone mountains sides. (unless stated otherwise)
Chakra drain: 5 per turn
Word count: 2,000

Water walking: The advanced form of tree climbing, this one is referring to the ability of many shinobi who can walk upon the very surface of liquid as if it were a floor. Utilizing your chakra control this skill allows for the shinobi to walk upon liquid surfaces. (This only applies to non lethal surfaces. Walking over acid, lava and other such lethal surfaces is not possible. This also includes liquid surfaces that repel chakra.)  
chakra drain: 10 per turn
Word count: 3,000

Misc Chakra control skills:
Suppression: A skill many shinobis learn as they train their chakra control. This helps you keep your chakra for a short time off of the sensors radar so you appear weaker than you actually are.
Note 1: This does not work against doujutsus that can see chakra.
Note 2: Once you turn suppression off, you become a beacon for sensors to easily find for two posts.
Note 3: Cannot use jutsus at the same time you're suppressing your chakra. Once battle is initiated, suppression cannot be used for the rest of the battle.
Chakra drain: 0
Word count: 1,000.

----
Key note: The higher rank you are, the easier it is.
----
Chakra Control Gauge
Increase 1,000 words for 1% as Academy Student
Increase 750 words for 3% as Genin
Increase 500 words for 5% as Chuunin
Increase 250 words for 6% as Jounin
Increase 200 words for 10% as Kage


000% - Your control over your chakra sucks. You use 25% more chakra than normal to use chakra related things.
010% - Minor control over your chakra. The flow within your body eases. You use 20% more chakra than normal.
020% - Practice and effort are definetly beginning to show. You use 15% more chakra than normal.
030% - You're beginning to feel and can guide the chakra through specific parts of your body. You use 10% more chakra than normal.
040% - Controlling where your chakra moves becomes much easier. You use 5% more chakra than normal. You can now attempt to learn Tree walking.
050% - Chakra starts to feel natural. A little flub up's here and there, but over all you're at a normal level of control. You use normal chakra costs.
060% -  A little extra effort goes a long way, suppressing your chakra is possible.
070% - You're recognizing easier ways of utilizing your chakra. You now use 5% less chakra than normal.
080% - Your among those that took the time to learn themselves and their tools. You now use 10% less chakra than normal.
090% - You pushed your limits and are showing how well you can utilize what you were born with. You can now learn Water Walking.
100% - Your chakra and you are one and the same. Two sides of the same coin. Basically it's second nature to you now. Can create 1 A rank pure chakra technique.


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PostSubject: Re: Shinobi Guide   Fri Nov 14, 2014 12:37 am

Exp Ranks

Word Counting
To prevent confusion and so things can be consistent, everyone must use the same word counter. Use this word counter Here

Role-Playing Alone?
We often have those moments when there's no one on, or someone in another thread is taking forever to post so we go training on our own. It's normal. It happens. If you're training for pure experience, you benefit better from training alone.
1 Word = 1 Exp.

Role-playing with others?
The best way to Role-Play is with other people. You get stronger while you're having fun, unlike Rping alone, you gain less experience if you dedicate everything towards exp.

Bonus exp*: For every 50 words that are typed in a group role-playing thread, 50 additional experience is gained.
1 word = 0.5 Exp [ 2 words = 1 exp]
*: This means that you have to type 50 to get that extra 50 exp. 49 words do not give you the bonus, only every 50 words.  

Note: This applies to Solo-rping and group-rping; By the end of the thread, it's either Words OR Exp, not both. The only time you actually receive Words AND Exp is during Group-rping because of the Bonus Exp.
Ex. end of solo-thread: 400 words, I can convert that to 400 exp and have 0 words, or 400 words and 0 exp.
ex2. end of group-thread; 400 words + 400 bonus exp, I can convert the 400 words to 200 exp and have 400 bonus exp giving me a total of 600 exp and 0 words, or I can keep it at 400 words and 400 bonus exp.

Leveling up through Exp!
Max level is 100 per rank. You level up at every 1,000 exp.
Every level you gain 5 stat points to distribute amongst your stats.
Every level you gain 20 points to distribute between Stamina and Chakra.

Your ninja position gives you bonuses only when you level.
You Start at Level 0.

Ninja Position Bonus:
 

Want to Rank Up?

You require field experience. What do I mean by field Experience? Servicing your village, performing missions, and regular shinobi duties. Getting the recognition is hard enough, but along with that you must have a certain amount of Experience to even be considered for ranking up. A Shinobi doesn't "NEED" to rank up to become powerful, for even a Genin has the possibility of being stronger than a Jounin. Ranking up comes with plenty of benefits though, involving higher ranked missions, which rewards better, as well as being recognized amongst the villagers and being trusted with more classified things. Some specialties can't be accessed unless you're of said Rank (Doesn't matter if you're Exp = to the rank. You need to be that Rank)

At each rank up, level resets to 0.  ex. Academy level 26 ranks up to Level 1 genin.
Academy Student need a minimum of 25 levels in order to graduate, they need to take the graduation exam to become Genin.
Genin, after passing their graduation exam need a minimum of 49 levels in order to apply for the Chuunin Exams.
Chuunin, after performing well in the Chuunin exams, need a minimum of 74 levels in order to apply for the Jounin Exams.
Jounin, after several high ranking missions, need a minimum of 87 levels before they are even considered for Kage's Choice.
Kage's Choice is a hand picked successor to the current Kage.


  • Graduation exams is a minimum of 1,500 words. (To become Genin rank)
  • Chuunin exams are Village specific events hosted by the staff. (To become Chuunin rank)
  • Jounin exams are Village private specific events hosted by the staff. (To become Jounin rank)


Gauges|Proficiency
Dedicating 250 words in a thread would give you 1% to a gauge that you train, unless stated otherwise. It can also be word pooled.

The Word Pool
Unused words that have not been transformed into Experience points are saved collectively on your bio to be used to purchase new jutsus or other things requiring a word count. This is known as word pooling, or word pooled.
Note: Not everything can be word pooled.


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PostSubject: Re: Shinobi Guide   Fri Nov 14, 2014 1:42 am

•Sensei
There are those who are just meant to teach. One can gain one of three types of Sensei's. RPC (Role-playing Char Aka an actual Member), an NPC (Non-Playable character Aka Someone you create for that sole purpose) and IPC (Important Playable Character, usually consisting of Kage's / Jounins / Sanins / and possibly main antagonists)

Now the way of going about obtaining the Sensei's categories...

IPC Sensei "5 steps"

  1. Must request from an Admin to seek this character out for this purpose.
  2. If approved for the right reasons, you may do so.
  3. Finding an IPC: you must do a 2,000 word thread dedicated to finding the IPC.
  4. Sealing the Deal: After meeting the IPC, the user must make a 3,000 word thread dedicated to convincing the IPC to train them.
  5. Inspection: An Admin must take look at the 3,000 word thread to see if the member has done at least a decent job in convincing the NPC. IF the member hasn't, they will merely gain 3,000 words into their word pool and can try again later. (Without having to do the 2k over again)
    ~ Note: Only up to two people at a time can be training under a single IPC Sensei



NPC Sensei "4 easy steps"

  1. Create him/her through the Bio sheet and submit it Here
  2. Get Approved.
  3. Do 1,000 word post dedicated to finding the NPC.
  4. Do 1,500 words dedicated to convincing the NPC to train you.


An RPC Sensei "2 easy steps

  1. Find them (No specific word amount is required)
  2. Convince the RPC character.


Creating Sensei/NPCs
It should be noted that these must be approved first and then you're good to go!
Roll for their levels here.

Genin [Low Level NPC]

  • One Affinity
  • 5 Jutsu


Chuunin [Medium Level NPC]

  • Up to two affinities
  • 10 Jutsu


Jounin [High Level NPC]

  • Up to three affinities
  • 20 Jutsu


Legendary NPC

  • To gain as a sensei you must be of Chuunin Rank.
  • Up to 4 Affinities of any nature.
  • All Jutsu connected to those affinities.
  • 5 Hijutsu of the users design.


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PostSubject: Re: Shinobi Guide   Fri Nov 14, 2014 2:31 am

•Skills

Custom jutsu and Basic Learning
The amount of skills that you can possess and learn is depended purely on how experienced you are in this world. Your rank effects the rank of jutsu you can create, and the rank of jutsu that you can learn. You are granted with the ability, if you are being taught under a sensei, to learn the various jutsu they may have. But, the more experienced you are and the higher your rank is, the more proficient you will be with higher ranking techniques. It's that simple.

If attempting to learn jutsu's above your rank it's word count get's increased by 5% per rank difference.
ex. Academy student (E Rank) trying to learn a S+ Rank technique. your rank>E | The difference>D, C, B, A, S, S+ = 6 rank difference. So it's cost is increase 30%.

Note: For all NPC and IPC sensei, having them teach you a jutsu will require A very high word count. However if it is an RPC sensei, they can teach you an unlimited amount of jutsu.

Every rank up the user gains the ability to learn 3 custom jutsu.
If you have a Kekkei genkai or clan, then it is 2 custom jutsu.

There is no limit to the amount of pre-made jutsu one may acquire, however.

When learning jutsu's a shinobi can only learn a jutsu equivalent to their rank, additionally, they may learn jutsus below their rank. If they wish to learn a jutsu above their rank they must first find a teacher willing to teach them said jutsu. The teacher must have the jutsu in order to teach it.

Word Costs (For Jutsu)

  • E Rank - 100.
  • D Rank - 500.
  • C Rank - 750.
  • B Rank - 1,000.
  • A Rank - 2,000.
  • S Rank - 4,000.
  • S+ Rank - 5,000



Doujutsu
Doujutsu, eye techniques, are techniques used with the eye and do not involve hand seals.

Kenjutsu
Kenjutsu, Weapon Technique, is using Weapons as extensions of the wielder than just their fists alone.

Fuuinjutsu
Fuuinjutsu, Sealing Techniques, they allow the ninja to contain the elements and demons. They also allow Shinobi to create barriers, illusions, and various other obstacles with various seals.

Kinjutsu
Kinjutsu, Forbidden techniques, are often hazardous to the user. They have an abnormal or a very destructive effect, though it doesn't necessarily have to be destructive and calamitous in order to be forbidden. It can even just be something that isn't ethically accepted, such as human experimentation. It isn't wise to use these jutsu excessively.

Custom Jutsu
These are the skills that you, yourself, create. They are personal to your character and your character alone. Unless you teach it to others that is.


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PostSubject: Re: Shinobi Guide   Fri Nov 14, 2014 4:23 am

•Stat Combat System

Fighting is a huge part of this world, which is why we have systems. This is to try and maintain order without restricting the members to much, something we like to avoid, unless its necessary. Fighting will occur here on Nindo Beginning, whether it is Member vs Member or Member vs NPC, or even...Member vs IPC

Stats Range

This is the scale we go by when determining the difference in performance between both Shinobi.

1-10: E Rank. No real difference in the performance of both Shinobi's. Basically evenly matched when it comes down to physical performance.
11-20: D Rank. The is slightly noticeable difference in the performance between both of the Shinobi.
21-40: C Rank. The difference is definitely noticeable difference, where one shinobi have problems keeping up with the other.
41-60: B Rank. The range is alarming, as the inferior shinobi seems to be giving it his all. Barely being able to compete.
61-80: A Rank. There's trouble. The superior Shinobi performance not only outmatches the inferior shinobi, but it's happening without the full effort of the superior shinobi.
81-100: S Rank. The difference is remarkable. Keeping up with the superior shinobi is a feat best left behind. Strategy and great luck is the only way to go now.
101+: S+ Rank. The difference is monstrous and terrifying. Only the gods can save you.

Attack (ATK)

Attack stat is the speed of physical attacks and jutsus. This stat often clashes with the agility stat, which in comparison determines the rate of attacks landed or Missed. It also determines the range that a Jutsu can go.

(Your)Atk - (Opponents)Agi = Your striking speed range.
ex. 110(Your atk) - 25(Opponents Agi) = 85 (You fall in the 81-100 range.)

Attack: Your attack is 1-10 higher than the opponents agility it displays no real results on striking faster than how fast the opponent can react.
Attack: Your attack is 11-20 higher than opponents agility it displays some difference in striking speed in comparison to the opponent can react.
Attack: Your attack is 21-40 higher than the opponents agility it displays noticeable difference in striking speed in comparison to the opponents reaction speed. Strikes begin to land more often.
Attack: Your attack is 41-60 higher than the opponents agility it displays an alarming difference in striking speed in comparison to the opponents reaction speed. Strikes begin to land quicker, forcing the opponent to block or jump away to avoid the attacks altogether.
Attack: Your attack is 61-80 higher than the opponents agility it displays troubling difference in striking speed in comparison to the opponents reaction speed. Striking speed appears as blurs or after images to the opponent, forcing them to move away entirely as reacting or even countering seems unlikely.
Attack: Your attack is 81-100 higher than the opponents agility it displays an extremely dangerous difference in striking speed in comparison to the opponents reaction speed. Striking speed appears to disappear after being launched, "almost" guaranteeing a hit every time.
Attack: Your attack is 101+ higher than opponents agility it displays a frightening difference in striking speed in comparison to the opponents reaction speed. Don't even think about trying to track it.

Strength

The strength stat determines how much physical damage you can dish out with taijutsus and hand-to-hand. This stat is compared to toughness in which determines the increase in damage. It also determines how much a person can lift.

Formula: Strength x 0.5 = dmg
Formula 2: (if an actual taijutsu technique is used) Strength x 0.5 = dmg + taijutsu effect = result
Weight lifting Formula: Your characters weight x lifting bonus  = Amount of weight you can lift.
Ex. 140lbs x 1.4 = 196 lbs

Strength - 1-10 allows for one to pick up to the equivalent of their body weight.
Strength - 11-20 allows for one to pick up x1.4 of their body weight
Strength - 21-40 allows for one to pick up x1.8 of their body weight
Strength - 41-60 allows for one to pick up x2.2 of their body weight
Strength - 61-80 allows for one to pick up x26 of their body weight
Strength - 81-100 allows for one to pick up x30 of their body weight
Strength - 101+ allows for one to pick up x34 of their body weight

Toughness

This Stat reduces the damage received.

Formula: Toughness x 0.5 = Resistance
Note 1: IF your resistance is less than 50% of your opponents Atk Dmg then you block the full number of your resistance.
Note 2: IF your resistance is greater than 50% of your opponents Atk Dmg, then you block only 50% of the opponent's atk dmg.  
Note 3: this does not affects advanced dmgs.


Agility

This stat determines how swift and evasive you are.

(Your)Agi - (Opponents)Atk = Your Evasion range.
ex. 110(Your Agi) - 10(Opponents Atk) = 100 (You fall in the 81-100 range)

Agility: Your Agility is 1-10 higher than the opponents attack it displays no significant results on dodging the opponents strikes, causing one to have to block the attacks
Agility: Your Agility is 11-20 higher than the opponents attack it displays some results on dodging the opponents strikes, being able to react a split second ahead of the attack, increasing the chance of dodging
Agility: Your Agility is 21-40 higher than the opponents attack it displays noticeable results on dodging the opponents strikes, being able to react in a timely manner allowing effective dodging and blocking.
Agility: Your Agility is 41-60 higher than the opponents attack it displays an alarming reaction speed, dodging the opponents strikes, being able to not only being able to dodge and block, but also initiate a counter.
Agility: Your Agility is 61-80 higher than the opponents attack it displays remarkable results on dodging the opponents strikes, being able to simply dodge most of the strikes by shifting the body.
Agility: Your Agility is 81-100 higher than the opponents attack it displays insane reaction speed on dodging the opponents strikes, making it seem like they can just dance around the opponent and dodge close to "all" their strikes.
Agility: Your Agility is 101+ higher than the opponents attack displays an unbelievable reaction speed on dodging the opponents strikes, making it seem like they can just teleport.

Speed

This stat is a very effective one in battle, determining how much distance a Shinobi can enclose/Increase

Speed - 1-10 allows one to cross 20ft per post during combat
Speed - 11-20 allows one to cross 40ft per post during combat
Speed - 21-40 allows one to cross 60ft per post during combat
Speed - 41-60 allows one to cross 80ft per post during combat  
Speed - 61-80 allows one to cross 100ft per post during combat .
Speed - 81-100 allows one to cross 120ft per post during combat  
Speed - 101+ allows one to cross 140ft per post during combat


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PostSubject: Re: Shinobi Guide   Fri Nov 14, 2014 4:58 am

•Advanced Damage
Some inflicted damage lingers or bestows the victim with a statistical detraction. This is dependent upon the type of damage that is inflicted.

*IMPORTANT NOTE :: In order to decapitate anyone with Any skill/jutsu/weapon, The total damage [applying strength + weapon dmg or jutsu dmg alone] need to be x2 more than the base damage of Decapitations, Example : Cutting off Entire Arm/Leg : 500, so its total damage must be 1000 or more in order to decapitate the arm/leg.

• Decapitations:
 

• Slashing and Stabbing:
 

• Vital Attacks:
 

• Fractures and Breaks:
 

• Degrees of Burns and Frostbite:
 
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